V Ray for Rhino Basics

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hello and welcome to my channel if you've been here before welcome back my name is Alfonso Peluso and I'm a studio associate professor in the college of architecture at IIT in Chicago the home of Mies van der Rohe the mecca of modern architecture also I'm teaching at Columbia College in Chicago and I want to give a shout out to both my students at IIT and Columbia College I hope you're doing well today I hope everybody who's watching this is doing well today I'm doing great the sun is shining in Chicago the weather's starting to break it might feel like spring soon we'll see today's video is going to look at v-ray for rhino and there are a lot of videos that look at v-ray and using v-ray and Rhino I think what's going to set my videos apart is that I'm gonna look at a strategy of using rhino and v-ray together and we're gonna go over a lot of things in Rhino as well as v-ray I see a lot of videos out there just really looking at the v-ray settings but it's important that you look at both of those together okay so let's look at our outline so know your model in this series of v-ray videos it's super important to have a good grasp of your model how much geometry do you have what geometry might cause issues so for example you want to start rendering very very early on with just a little of geometry so when you add that super complex piece of furniture and it crashes Rhino you know what it is so we'll be talking about knowing your model over this series the unit user interface light mode this is brand new v-ray next for Rhino just released an update - that just came out yesterday so we're gonna look at being able to change our user interface to light mode we're gonna look at the difference between the interactive renderer and the production renderer we're gonna look at setting up a Sun exposure values sky background setting up a camera and naming the view timestamp this is something that I recently found where you can see how long a rendering has taken we're gonna look at some material basics and then we'll close it out talking about resolution alright before we get into the tutorial if you haven't subscribed to my youtube channel please go ahead and click on subscribe click on the bell and get all the notifications my current goal is to get to six thousand subscribers almost at fifty five hundred so we're pretty close there a lot of good tutorials on here something for everybody also connect with me on Instagram at my first name Alphonso underscore my last name Peluso looking to get to 2,000 followers lots of good stuff here see what I'm up to with my students at IIT and Columbia College okay so v-ray what is v-ray well v-ray is made by a company called chaos group and v-ray is a plug-in so it's a it's a rendering engine that you can plug into pretty much any software that you're making 3d models and you can plug it in as you see here 3d 3ds max Sketchup my click on view all products you have it all there pretty much anything that you're making models and you can plug v-ray into so this series of video is going to focus on v-ray next for Rhino and you see the v-ray next for Rhino update 2 just came out now if you click on gallery you can see the type of images that people are creating with v-ray and I'll tell you these images are really beautiful they are really amazing so this gives you a sense of the type of quality of image that you can create with v-ray alright let's let's jump into it okay so here we are blank file in Rhino we're gonna build some some model geometry we're gonna build a wall a ceiling and a couple walls a wall a ceiling a floor and let's get into it so file new and we're going to go to large objects inches and I'm just gonna work in the perspective view and I'm gonna go ahead and set up my grid so that it's helpful for me when I'm making this model so we're going to model a space 20 feet by 20 feet so I'm gonna type in deal C and I'm gonna go to grid and I'm gonna change my grid line count to 20 grid lines one for each foot so my minor grid lines are gonna be 12 inches minor grid lines every foot major my heavy grid line I want to see that every 10 minor so every 10 feet and I'm gonna set set my snap spacing to 12 inches or one foot okay so here's here's our our grid that we're gonna work in so in this upper quadrant here this is 20 by 20 here's our origin zero zero zero okay so let's go to the layers let's make layer one I'm gonna go ahead and just make that floor make that current and we're just going to use some boxes today to make this basic model so I am making sure that my grid Snap is on at the bottom of my screen gumball it's something I'll use later on so I have grid snap and gumball both turned on right now my oh snap is disabled for the moment okay I'm gonna type in the command box my grid Snap is on I'm snapping to the origin so this upper corner is gonna be 20 feet comma 20 feet so I'm gonna type that in 20 feet comma 20 feet and then the height of that box is going to be negative six inches okay so let me hit my enter after my 20 feet comma 20 feet and now it's gonna be negative six inches for that height okay so there's my floor now I'm gonna make a couple walls so I'm gonna change this layer to wall and I'm gonna start again another box okay I'm gonna snap to the origin and then this corner of the box I want this to be six inches in the X and 20 feet in the Y so that's gonna be 6-inch comma 20 feet and then the height of this I want it to be 10 feet okay there's that box now I'm gonna take this box and I'm gonna copy it to the other side so I'm going to turn on my oh snap and select it type and copy and go ahead and copy that over okay alright so there we go we got the floor we got the two walls and I'm gonna go ahead and make a ceiling so know your geometry this is we're creating all this from scratch so we know exactly what we're making all right so I'm going to type in the command box and I'll pick this other corner and this other corner and we're gonna extrude it up six inches okay all right so now I want to spend a little time putting some punched openings in this wall putting some some windows into it so I have that object selected I'm going to type in the command invert inverts my selection to everything else and then I'm gonna type and hide okay so I want to look at I want to look at this wall from from the left side here so if I go to my right viewport I'm gonna change that to left so I'm gonna go to this pulldown go to set view and change it to left all right so now I'm gonna put in on my wall layer make sure my wall is current I'm gonna put in some openings okay I'm gonna do this with a box and I'll make it about that about that big looks looks good okay so now it wants the the height of the box so the wall is six inches I'm gonna make this thicker than the wall so that I know when I do my boolean difference it'll create a hole in it so I'm gonna make this 12 inches okay so if I take a look at this in perspective you see that that box there I'm gonna move it into the middle of the wall I'm gonna do that in a top view okay so as long as my midpoint snaps are on I'm good so I'm going to take that and I'm gonna move it from this midpoint now I want to move it to the midpoint of that wall but I don't want it to lift up like it's doing right so a little trick in Rhino if I'm moving this to the right that's the direction I want to move it to what I need to do is just press the tab key that's gonna hold that direction but it's still gonna project the snap to the middle of this wall hopefully I get that set up correctly let's try it again all right so I'm gonna take that we're gonna move it from this midpoint press my tab key to the midpoint of that wall all right let's see what's giving me trouble here there we go alright alright now let's take a look at that in perspective alright so that's that's looking good now I'm gonna go back to my left view and just make make a copy of this alright so this got moved alright all right so we'll go ahead and make a copy it's gonna make three of these all right so magically that looks pretty well spaced out there all right so now what I'm trying to do if I change this view to shaded is I want to put these window openings in so I'm gonna type in the command boolean difference object I want to subtract from is the wall object I want to subtract with are the boxes now the lead input is set to no I'm not going to need these so I'm gonna set the lead input to yes okay so there we go that's gonna allow us to let some light into the room from the side I'm gonna type in show and show all the other geometry okay so this is good enough we can we can start with this I'm gonna save this okay alright so we're gonna start working in v-ray and you know depending on how fast or slow your computer is I'm not on a super fast machine right now I'm I'm on a older MacBook Pro laptop so you know something I want to be conscious of is is you know I don't want to crash my computer basically so one of the things that can help in and working with v-ray and working on renderings is if I change my view to wireframe it definitely takes less takes less it takes a load off of the computer processor so it helps out so I'm keeping that at wireframe and let's look at v-ray so now the first thing that you need to do in v-ray is you need to make sure that the current render engine is set to v-ray now I've been working on the computer so when I go down the v-ray and current render it's gonna say v-ray for rhino because I've been using v-ray that's not always the case so you want to check that so you may get main menu render current render or set it to v-ray for rhino okay so once you have that set you can bring up the v-ray window so there's this nice little icon here with the V you can click on that and that's gonna bring open the v-ray window okay so this is what it looks like by default so I mentioned today that with this new next update we could change the interface basically from dark mode to light mode and I'm not sure which one I like butter you get used to one and then maybe you want to change so I'm gonna click on the Settings button so this little gear button I'm gonna click on settings and now one thing to know in this vray window is you have all you have options to the left and you have options to the right so you just keep that in mind so in this case I'm using the options to the right and then I'm gonna go down to configuration and I'm gonna change this UI user interface color thing from dark to bright all right so let's I'm gonna go with that for now all right so I just want to look at you know what does what does this rendering look like just as is just all we did was create some geometry in Rhino let's let's see what it looks like now in my in my outline there we were talking or I listed interactive renderer and production renderer and the difference between those so I'm just clicking on this pulldown menu for the teapot so the teapot by itself without the hand that's what I call the production renderer when you're making your final renderings you use the production render when you are making some tweaks and you want to see the render update in real time you're going to use v-ray Interactive and then there's options to render on chaos groups cloud that's a paid subscription where you can render in the cloud and then you can also export your vray scene file and this is for moving all the data from one v-ray scene to another or if you want to move from v-ray Rhyno to say v-ray Revit you could use the export v-ray scene file okay let's start with a very simple teapot with the hand which is the interactive rendering and let's see what happens there okay so now I'm using Rhino 6 Rhino 6 default materials are a white material so I'm just getting white material applied to all these objects now let's work a little bit with the interactive renderer now it's open the Internet the interactive renderer is active and its active until I press the stop button ok so when you see the red when you see this red filled rectangle here that means the rendering is still rendering so while I have it open I can start to look at the Sun and how the Sun is gonna affect this rendering so in Rhino I'm gonna type in the command Sun and as I start to do things like turn it on and move it around you're gonna see that update in real time in this interactive rendering so I'm gonna click on on alright so now we've got some Sun coming here and it's starting to get really bright I'm gonna click on manual control and what manual control is gonna allow me to do is it's gonna allow me to move the position of the Sun around so it was it was in the front but now it's moving to the back there and I can also change its its height how far it comes into the space and how little it comes into the space so you see when I'm moving this around in interactive mode I can I can see where exactly where that Sun is but when I let it finish rendering its gonna be too bright now you see it's too bright so what we have to change now is something called the environment ok so where do we find the environment so here in the v-ray window we are going to wear under settings this v-ray frame buffer is still active so it's still you know working on the computer the my fan of my computer is going I can hear the processor you know ramping up and down so if I go to camera underneath camera is exposure value the default is 10 so the higher the exposure value the darker the scene the lower the exposure value the lighter the scene so as I slide this to the left it's getting darker so you see that getting darker as I slide to the left as I slide it to the right and I'm not going super fast with this slider else it's hard to see it update okay so I'm gonna just set it somewhere we're not too dark and not too light and we're gonna have to make some tweaks to that environment a little bit later our exposure I should say okay so we've we've covered that all right now let's look at the background the background at the moment or environment map is looks like a gradient black to white gradient and I want to go ahead and set that to a sky background okay so in the v-ray window there is this button here with the checkerboard pattern if I click on that you'll see there's a default environment texture and I'm gonna go ahead and click on that so by default that is just using this bitmap I want to change that bitmap to a sky color okay so we've changed that to the sky and you see that that affects the exposure quite a bit so you're always going back and forth and tweaking that exposure so I'm gonna go back to settings and my exposure I'm gonna drag that to the left and make it darker okay so you might be saying to yourself well where's the sky I don't see the sky well that's because we're looking down at the ground plane we're not looking at the sky so if I was to orbit in my Rhino window I'm gonna start to see that sky show up okay so I think at this point it's best to look at making a camera so we can get inside the space look at the sky and make some changes to the skies color the the ground height so we'll take a look at that so now it's it's important and I forget this quite often it's important to stop the interactive rendering so there's a little stop button here we can click on well let's watch what happens up there when we click on the stop okay so now it's no longer active and you could also stop it by clicking on that button when it's active okay all right so let's close this out let's close the v-ray window I'm just I'm constantly control us or command us depending on what computer system you're on although v-ray is only for windows at the moment so control as I mentioned that you're like well he's running a Mac he's he's on a MacBook Pro how is he running v-ray well I'm running bootcamp and I'm running Windows on my macbook pro ok so let's look at let's look at making a camera and for me the easiest way in Rhino to make a camera is start start in a perspective view so I'm in a perspective view and I don't need to try to make this the camera view I can just start anywhere in the perspective view and what I want to do is I want to turn on the camera for this view so my perspective view is current its maximized I'm using the f6 key so the f6 key will toggle between showing or hiding the camera now you might say well I don't see the camera and that's good if you don't see it in the perspective view you're doing something right it's when you when you go to the other views okay because the perspective view is the camera perspective view is the camera so you're not going to see it you're looking through the camera on the perspective view now you see your camera and the other views so you can start to now have the gumball Han at the I'm gonna turn off grid snap and oh snap I don't want to snap to anything when I'm moving the camera so gumball you can you can use the X axes to drag you can use the y axis or you can use this little XY grid and you can start to move this camera around and you see that's updating in real time in the perspective view okay so there's a camera object and then there's a target object okay camera and TARP target object and the one you want to stay away from is you want to stay away from this one in the middle here because you see that rotates the camera now if you if you do that by accident you can always go to view and undo view change and I need to be when I undo view change there's it's something really important because you saw nothing happened it stayed rotated what's important when I do the undo view change is I need to be in the perspective view I don't need to maximize it but I need to be in the perspective view when I do that okay all right so let's do that again what a view under view change okay and that does that and you saw that there's the home and the end key on your keyboard those are our shortcuts - to do undo view changes so it's not the edit undo it's the view all right okay so let's let's keep going with this so I'm gonna move this camera in to the space also I need to be moving it in plan as well because I just want to stand in that space and in terms of the height okay so we have these I have these gridlines that are every one foot so we have 1 2 3 4 feet so I like to keep my camera angle lower than eye level so around 4 foot six and for right now I want to keep both the target and the camera about the same height okay now in this perspective view we don't see a whole lot not a whole lot of showing up there that's because our lens length if we see the lens length in the top view and you would look at this cone yeah we're only seeing some emptiness here and then a little bit of that wall or clipping right about there seeing that wall we're seeing that in the perspective view so what we need to do is make our perspective view current we don't need to maximize it I don't why it keeps maximizing but it needs to be current and then we're gonna go to we're gonna go to our properties and from our properties panel we're gonna see a lens length so again just make sure you're in the perspective view it shows that here it's also active right there we're gonna change the lens length so the lower the lens length the wider the angle of the camera is so you're gonna see that in the top view when I go ahead and I lower that lens length okay making sure my perspective view is current when I lower the lens length okay so I'm gonna lower it to 20 so 20 enter and now I can see in this space and I'll change this to shaded okay so now we can see in the space now 20 is is really wide you can see that here and that's the widest I would go because it starts to get distorted okay so let's change this lower so if I change this to let's say I change it to 10 now it's unrealistic the the proportions of that room are unrealistic because the angle is so wide all right so 20 and if I change it to 30 it's gonna zoom in closer and now we're not moving the camera we're just changing the camera's lens length or making the angle less wide if I change it to 40 and so forth I'm moving forward okay so let's change it back to 20 okay now I want to see a little bit more I want to see more than just the one window so going back and I'm gonna move my camera I'm gonna I'm not gonna cheat I'm gonna stay in the room I'm not gonna move outside of it so I'm gonna stay in the room no reason I couldn't cheat but I'm now I'm gonna select that target now here I this is where I need to be careful which one is the top and which one is the bottom the top one is not the one I want so it looks like I'm watching it in the lower left in that front view it's toggling back and forth looks like in this case it's the top one and then I'm gonna move that over all right so now I'm at least seeing the two windows now when I'm making renderings I like to see at least the two walls if possible and a space like this so I'm seeing those two walls I'm seeing the ceiling and I'm seeing the floor so that's a good that's a good camera view okay so we've set this camera up now we want to save this view the camera view that we've made so the way that we do this is I'm making my perspective view current and I'm gonna type in the command named view and I'm gonna go ahead and save it I'll call this cam view cam short for camera can view oh one and I'll click OK okay so that's there all right so now the benefit of saving that view is if now in my camera view i orbit because I'm used to doing that and say I orbit that camera view around now I've lost my camera but I didn't lose it because I've saved it so now if I go to my pulldown and I go down to set view named view I can choose cam one I can do it that way the other way I can do it is I can type in the shortcut named view and I can just double click on the little icon and it resets my view okay I'm gonna set this lower view I'm gonna set this to perspective so I have a perspective view to work in okay my construction plane is using the using the front view because you know this must have been a front view just now before I change it to perspective so I'm going to change my seaplane back to world so CP enter W and 30 enter all right and I also want to turn off the camera because I'm not going to move it around so I have to make my can view current and I have to use the f6 key to turn it back off all right I'm gonna change this back to back to wireframe so we're gonna do some renderings alright so we looked at camera we looked at name view now we're gonna take a look back at this sky so let's go ahead and bring the v-ray window back up okay so in the v-ray window we've looked at settings we've looked at the teapot with the hand which is the interactive rendering and we looked at the other options inside of that the icon to the right of that it looks to me like a wall oven that is the v-ray frame buffer so that will bring up your last rendering so if you close that it's always gonna bring up the last rendering okay so let's let's start an interactive rendering we see our camera view is current so we know it's gonna render that view out so I'll go ahead and click on that okay so now we're in this interactive rendering and what I want to do now is I want to change the horizon line I want to at the moment I don't have a sight model I don't have a plaza or any sight elements it's just this space floating in air so I need to I'm gonna bring this down I'm going to bring that horizon down so if I go to my environment setting here and I'm making sure sky is the current one okay we have some settings over here for the sky all right as I scroll down here and I plan in and some future videos to look more at some of these settings but for right now I just want to look at the horizon offset so as I move this slider to the right it's lowering the horizon and it it ends at 10 and we'll see this with some settings in v-ray where the the slider is set by default between 0 and 10 but I want a higher value and in some cases I can just I can type in 20 and now my numbers are now my slider is has more of a range okay so there's the there's the offset the horizon offset there's also something called the albedo color and this is the ground albedo and this color will change this gray area at the bottom and it will affect the rendering we'll see that if I if I change this to a red color now my rendering is picking up that ground color because that ground color is bleeding and you know through the process of global illumination it's picking up that ground color so adjusting that ground color I mean you want to be careful with it just because it's it's adding color into the space which is something you could use to your advantage you can start to control it if I want a cooler type rendering I can make that color cooler I'm desaturating it right now and you see it's it's it's increasing my exposure it's making this scene a lot brighter okay I'm gonna darken that up a bit okay all right so I'll close that all right I just want to while I'm here in this interactive mode I want to position my son so that these window lights are coming in a little bit further okay all right so I'm going to go ahead and close this I'm rendering interactive rendering is still going I'm going to type in Sun and I'm gonna move the position of that Sun okay maybe come into the space a little bit more okay so I'll leave it at that all right I will close the Sun okay let's let's get a handle on what we've covered so I'm gonna stop the interactive render close that now the screen I had up in the beginning with my outline I was using my grasshopper window okay so we've covered know your model user interface light mode interactive render versus production renderer looked at the Sun settings we've looked at exposure we have looked at the sky background setting up the camera and looking at named views okay before we jump into some material basics and resolution this time stamp I mentioned this is something I recently found that lets me see how long a rendering takes which is super helpful in most cases it seems like they take a lot longer than I actually do so seeing the time is useful okay all right so how do we do that so if I go back to the v-ray window and I click on the little oven which opens up this v-ray buffer there are some down arrows in the far lower right hand corner and if I click on those this first button here is something called apply stamp and the button just to the right of it is insert variables and when I click on that insert variables see if I can make this a little wider okay why didn't all some of these so these are just a couple default time stamps the time stamp is something you can put on the actual image and one of them is what version of v-ray you're using and the other is of rendering time the last it doesn't give you how long to finish the rendering but it tells you how long the last rendering took so I'm gonna click on that and I'm gonna click copy to stamp and I'm close that okay so that shows up here percentage render time and when I click on the apply stamp it puts it on the rendering okay the rendering didn't take three minutes forty seconds but we were in the interactive mode for that long okay this is gonna become more helpful when we go to a production rendering okay while I'm here how do I get rid of that render time well I can click on that apply stamp and when it's black like this this is I can erase what's there okay and I can either put it back the way that we saw how to put it back by double-clicking on this and or clicking on copy to stamp or I could type it in so I think it was I think it was the percent render time yeah okay alright all right so before we jump into materials now this is fairly low-resolution 800 pixels by 450 pixels fairly low resolution but I can go even lower resolution if I'm just doing some quick renderings and I want those renderings that go really fast when I need to render out some high level of detail then I can start to raise the resolution so you want to be working at these small resolutions if 800 by 450 is working well for you it's fast that's great let's look at lowering that resolution to make it even quicker save us some time so let's click on let's go to settings and this time let's look at render output ok so default render output is 800 by 450 so and we're using a widescreen for right now so I'm gonna go ahead and change that down to 400 okay so now my let's do some production renderings okay so we have the time stamp here let's let's go back to 800 because let's look at how long a production rendering takes that's the 800 by 450 okay so six point four seconds alright so you see that the production rendering is much more clear than the interactive render and you don't want to use interactive renderings and save them there's a lot of noise and that so this is the production rendering that's 6xn 6.4 seconds at 800 by 450 so if I cut that in half and I go ahead and render it all right so three seconds now I can also use the wheel on my mouse it when I'm in this veer a frame buffer if I click on it yeah once I click down and I was able to zoom so if i zoom at 200% I'm seeing something about the same size as my eight hundred by two hundred our 800 by 480 with this image we're looking at right now it's not that big of a deal because there's no geometry in it but once you start to get furniture and lighting and all these things rendering at the lower resolution for your preview renderings is going to help you quite a bit okay so let's let's get into some material settings all right so we're gonna go over to our materials I'm clicking on that sphere with the checkerboard and I like to start with a generic material and build my way up from there so I'm gonna go ahead and click on generic okay so it puts a generic material in the material editor I'm gonna double click on it to rename it I'm gonna call this one walls so I'm gonna make a dark grey wall color to apply to my two walls okay so I've set that two walls I'm gonna right click and choose apply to layer it the Ray sees my layers I'm gonna choose wall okay so I'm gonna start my interactive rendering okay so now you're seeing that color applied so what that means is the default color of a generic material is gray so what I'm changing right now and this is just a color I'm not applying a texture what I'm changing is something called a diffuse color so if I lower that color down it becomes darker and if I raise it up it becomes brighter now before this texture was applied when this was really light it was really hard on this right wall to see the difference between the ceiling and the wall and that's something we'll get into in another video something called ambient occlusion where I want to see the shadow that is created where two surfaces meet where the ceiling and the wall meets but in this case where we're using a darker color and you know using different materials in when you're making a render in different color materials will help you show the difference between surfaces okay and you see this is affecting starting to affect the overall exposure because now we have a darker material in the scene okay we're gonna keep it there all right so let's make another material will make another material for the floor and we'll look at me giving that floor some reflectivity so clicking on that sphere for the materials and we're gonna right-click on it and choose generic and double click on it to rename it I'm gonna call this one floor okay I'm gonna right click and assign it first I gotta get out of that okay so I hit the enter key to get out of renaming it I'm gonna right-click and choose apply to layer and choose floor okay so now you see that dark gray material has been applied so I'm gonna change that so eventually in the future video I'm gonna change this to a wood texture map but for now I'm gonna look at just making it a brown color and I'm gonna desaturate that see that when you make renderings colors very quickly become highly saturated so we do a lot of desaturating this is this is new in the and the v-ray next update has some families of colors so this with us being new I haven't really experimented too much with it okay now what I'm gonna do now is I'm gonna add some reflection or reflectivity to this material so I'm gonna close that alright so now we've we've we're keeping this v-ray frame buffer Lois at this 400 pixels so it's not really taxing the computer's processor things are moving nice and fast our our display mode is set to wireframe okay all right so here we have the reflection I'm going to click on that down arrow and we have two things we have the glossiness which was actually set to one by default so these values these are between zero and one so if I want something matte a mattes a matte finish I want that to be at zero I this is a place where I can't increase this it's zero to one that's it and then the reflection color will actually you'll see it change here and then also in the viewport we're getting now a reflection from the walls and a little bit of the sky now something to note about reflective materials is you really need light you need a lot of light on the objects to see the reflectivity and we're right now this is in shadow until we put some interior lights in here we have a lot of shadow so the reflections don't read as well they read better when the object has some light on it okay so there's a little bit of materials there are material basics so I'm gonna stop this render okay so now what I want to look at is I'm ready right now to make a test rendering at a higher resolution how do I go about setting that how do I increase the resolution on that okay so I'm gonna go ahead and go to settings here in v-ray and I'm gonna make the image size higher the pixel count I'm not gonna go super-high right now I'm keeping the widescreen widescreen image aspect ratio I'm gonna type in twelve eighty one thousand twelve hundred and eighty pixels okay so not quite high-def yet and I'm gonna look at rendering that out and let's look at how long that is going to take alright so I'm changing this so I'm gonna do a final render so I'm gonna change this from the interactive render to the production render and it's just gonna start rendering that out okay now as this is rendering something to talk about is we're getting some what we'll call noise or dots or speckles on the image so we're gonna want to look at denoising that okay so that was pretty quick that was eighteen point six seconds alright so let's look at the final bit here which is getting rid of that noise okay so I can close this frame buffer here we see the noiser so there's some settings here but for today we're just going to look at turning that on okay it has a strength where you can increase it and it has a radius or you can change that but for right now this is set to default there's other options there there's mild defaults strong and okay so those are your options and this gets applied to the image after it renders so you have to keep in mind you won't see it while it's rendering it's still going to look noisy but it's gonna assign it when the rendering is complete so let's bring back our frame buffer so hopefully we'll be able to see some of that I've seen some low quality noise there so I'll go ahead and render it so that one took eighteen point six seconds this shouldn't add any rendering time okay there's a denoising okay yeah definitely smooth that noise out so it got rid of that noise all right so now when you're saving this image okay when you're saving now you have to be careful with this I've seen I've seen students accidentally change these channels so you have to be careful with with your channel settings there I think one of these is like a monochromatic mode so it was a black and white so you have to be careful with these okay so right yeah the default is that RGB is set all those are set red green and blue okay so I'm gonna save this alright now if I save it as a PNG which I believe is the default when I open that in my editing software say I'm gonna open that in Photoshop I'm not gonna see the background the background is gonna be gone and that can be helpful when you're putting a new background in so I'm gonna go ahead and and save this so this is v-ray I'm gonna say no background that's the PNG and I'm gonna also let's say I want to have the background now you don't have to save both of these it just depends on what you want say I want that sky background to be in there I'm gonna just save that as a JPEG then I'll call this v-ray with background and I get rid of the PNG there okay I'm gonna save both of those now if I go ahead and open up Photoshop go ahead and close this v-ray window over in Photoshop if I go ahead and open okay so here's the know background and here is the width background okay so you see those there's no background because that's the PNG and then there's the JPEG with the background alright so hopefully you found this video helpful if so give me a thumbs up below leave some comments of what you're looking to learn in v-ray for rhino if you haven't subscribed please subscribe to my channel and I look forward to connecting with you on Instagram alright have a great day and I'll see you at the next video
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Channel: Alphonso Peluso
Views: 10,675
Rating: undefined out of 5
Keywords: vray, vraynext, render, rendering, rhino, rhino3d, computational design, tutorial, grasshopper tutorial, architecture tutorial, architecture student, parametric design, 3d model, 3d modeling, architecture school, generative design, vray for rhino, vray next
Id: LQiioBZpU5s
Channel Id: undefined
Length: 52min 8sec (3128 seconds)
Published: Sat Apr 18 2020
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